Starcraft reference:
Zealots vs Marines
http://youtu.be/g53WnsjC9nw?t=25s
Starcraft reference:
Zealots vs Marines
http://youtu.be/g53WnsjC9nw?t=25s
This is what happens when melee over-extend. They die. That's how it is supposed to work.
As a healer, I'm not going to put myself within range of their DPS unless there is a significant advantage. So just pace yourself melee. This isn't 8v8 anymore.
You can avoid this by working with a healer for pocket heals, following your tanks, or flanking a side as a group to take out their backline.
So far, this is awesome PvP.
Last edited by Red_Wolf; 01-22-2015 at 01:49 AM.

Then range dps is at a advantage. Just because melee dps has to put themselves in danger to be able to dps...while range can just sit back near the healers.This is what happens when melee over-extend. They die. That's how it is supposed to work.
As a healer, I'm not going to put myself within range of their DPS unless there is a significant advantage. So just pace yourself melee. This isn't 8v8 anymore.
You can avoid this by working with a healer for pocket heals, following your tanks, or flanking a side as a group to take out their backline.
So far, this is awesome PvP.
Overall, slaughter mode is a hot mess.
Melee has the same advantages it always had. Just stop thinking you are going to run through an entire team to kill the healer on the backline. Patience...

I'd appreciate if you not try to put words in my mouth.
I'm not saying that if someone plays melee they should expect to run through a entire team to kill a healer. I'm saying in every game with mass pvp, it has the exact same problem. The more enemies in melee range, the greater disadvantage a melee dps has. There is a reason why in every mass pvp game it usually becomes a range vs range fight, than a melee vs melee fight.
all they have to do is stay together in your face and auto-attack. if ranged try to attack them they'll use their gap closers and kill in 2 seconds
you'll see a lot of mnks with their greased lightning 3 stacks or nins just running away from a dead body or a DRG just LB a healer
this mode is horrible, I'm going back to Slaughter mode for now.



Range isn't at an advantage though because the majority of ranged damage comes from casters who are auto-interrupted by a melee just breathing on them. Melee also have a host of gap closers that casters struggle to counter due to having such limited CC options. Essentially you need to coordinate melee to shut down the casters with good timing.
It's nice to see the melees complaining now though, considering they've had a massive advantage in Frontlines up until now due to shutting down casters with auto-attacks.

Are we talking specifically about 1v1's or in general? Because in general ranged and melee were relatively balanced as far as Secure goes. The fact is, any melee that dares get close enough to interrupt any caster in Slaughter mode will be melted within 5 seconds as the entire enemy team focuses him down. Did melee have an advantage in secure? Maybe slightly in some situations, but ranged have an overwhelming advantage in every situation in Slaughter. The only way to "effectively" play melee is to turtle up with your team and hope other players are stupid enough to overextend into your third of mid. And even then you're still extremely vulnerable to the will of enemy ranged and the benevolence of your team's healers.
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